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Made in it
Longtime Dakkanaut





 killerpenguin wrote:
 killerpenguin wrote:
I'm so bummed out right now. I'm gonna have to change up my list and play style completely. No round 1 DS, thats some BS, if you know what i mean.

"oh hi IG, I got first turn? Yea, I'll come in next round, have fun shooting at whatever I have on the board this round, there'll be more next round. Have fun!"



The 50% power level on the table is going to hurt more than the turn 1 deployment zone.


Both is gonna hurt like crazy. We are gonna struggle against gunlines. If we didn't struggle before, we are really gonna feel it now.

How do they justify nerfing alpha strike like this?



Nerfing alpha strike was sorely needed, games cannot be decided turn 1!

If they managed to move the main action to turn 2, then this game just got incredibly better, time will tell if the nerfs they made to the specific gunlines will be enough to not make them rule the meta.
   
Made in us
Regular Dakkanaut





Spoletta wrote:
 killerpenguin wrote:
 killerpenguin wrote:
I'm so bummed out right now. I'm gonna have to change up my list and play style completely. No round 1 DS, thats some BS, if you know what i mean.

"oh hi IG, I got first turn? Yea, I'll come in next round, have fun shooting at whatever I have on the board this round, there'll be more next round. Have fun!"



The 50% power level on the table is going to hurt more than the turn 1 deployment zone.


Both is gonna hurt like crazy. We are gonna struggle against gunlines. If we didn't struggle before, we are really gonna feel it now.

How do they justify nerfing alpha strike like this?



Nerfing alpha strike was sorely needed, games cannot be decided turn 1!

If they managed to move the main action to turn 2, then this game just got incredibly better, time will tell if the nerfs they made to the specific gunlines will be enough to not make them rule the meta.


Someone in a different thread said that they made comments to the effect that this was intended to nerf plasma spam alpha strikes. Not exactly sure why they thought that was needed, or how it impacts the handful of lists that use drop plasma, but GW gonna GW.

   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

 Niiai wrote:
All that nerfring is just fine.

The problem as I see it is that they do not do anything to hurt gunlines. Probably in the next FAQ. ^_^


We had a few months of being competitive at least.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 Wilson wrote:
Big nerf to swarmlord;- you can no longer move again after deepstriking using the hive commander ability. Main rulebook FAQ.


yeah. Basically we are no longer a DS army. Jorm is done.

Flyrant DS is done

Swarmy Slingshotty a DS unit is done

Biovore spore mine "spam" is hurt pt increaes to 50
Flyrants point increase to 170 (0-3 units; im personally ok with this)

In other news... we did get 1 good change. Paroxysm does beat out Counter Offensive.


EDIT: Whats crazy is the Necrons Night Scythe and Monolith can use Invasion Beams (DS) there units in at the BEGINNING Of the movement phase and still move their guys. They have 1 maybe 2 units that benefit from an assault style list, meanwhile, the assault style list of nids have just turned into cannon fodder. Anything not wearing power armor must DIE DIE DIE!

EDIT 2: Just saw this
Q: Can such a unit move or Advance for any other reason
e.g. because of an ability such as The Swarmlord’s Hive
Commander ability, or because of a psychic power such as
Warptime from the Dark Hereticus discipline, or because
of a Stratagem like Metabolic Overdrive from Codex:
Tyranids, etc.?

A: No."


I should have kept reading welp. We cant even overdrive anymore.

This message was edited 2 times. Last update was at 2018/04/16 20:24:08


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Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

So we went from the best alpha strike army in the game to a mediocre shooty list.
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Well...too soon to tell, but we might just be the best Beta strikers in the game. Jormangandr might become the new contender for "best" Hive Fleet. I already build around one Brigade, so most of this seems to not hit me. Did I see that "Brotherhood of Psychers" ignores the Smite nurf...I need to check how my beloved Zoeies are written up.....

The will of the hive is always the same: HUNGER 
   
Made in ca
Sneaky Lictor



oromocto

Another big change is after guard we have the cheapest brigade in the game.

3x nerothrope 210
6x ripper broods of 3 294
3x lictor 135
3x biovore 150
3x mucilids 60
Total 849pts for 15 cp plus 3 for battleforged.
   
Made in de
Mighty Chosen Warrior of Chaos






So since deepstriking Nids got nerfed are back to mass Kraken genstealer lists from 5th?


Automatically Appended Next Post:
Timeshadow wrote:
Another big change is after guard we have the cheapest brigade in the game.

3x nerothrope 210
6x ripper broods of 3 294
3x lictor 135
3x biovore 150
3x mucilids 60
Total 849pts for 15 cp plus 3 for battleforged.


You mean 12 plus 3

This message was edited 2 times. Last update was at 2018/04/16 23:53:55


 
   
Made in it
Longtime Dakkanaut





I wouldn't be so negative.

The competitiveness of the whole game has gone down considerably, we are not the only ones who lost something, nor we are the ones who were more hurt by this FAQ.

Sure, our top stuff is gone, but also the top stuff of all other factions is gone, so before losing ourselves in negativity, we should try to assess the new global situation.

We could easily come on top after all this, simply because our top builds were just the lid that covered a codex full of viable builds that were just a little bit worse. Flyrants and mega alpha strikes were not a clutch for us.

Compare that to what other factions have lost:

- Eldars? Point increases to all psy supports, point increases on DA, nerf to WoP, nerf to Quicken, nerf to fire and fade...

- Blood angels? RIP

. Poxwalker farms? RIP

- Tzangor/bloodletter bombs? RIP

- Scion plasma? RIP

- Dark talon spam? RIP

- Mortar spam? RIP

. PB crawler spam? RIP

- Oblits? Coming turn 2

- And so on and so on...

The game is so different now that saying "We suck because we lost our top builds" is meaningless.

The 2 only possible troubles come from long range castles, which right now are 2 factions:

- AM
- T'au

We are a counter to both of these, simply because they are BS4+ factions, and we can provide plenty of hit penalties.
In addition, AM has lost what made the lists possible, which is the mobile element: Scion or BA complement. If they want to go the gunline route, they will have to do it the hard way, which is zero mobility.

T'au did also lose the drone alpha strike.

Let's play it out guys, this is a new world.
   
Made in de
Dakka Veteran






Spoletta wrote:
Spoiler:
I wouldn't be so negative.

The competitiveness of the whole game has gone down considerably, we are not the only ones who lost something, nor we are the ones who were more hurt by this FAQ.

Sure, our top stuff is gone, but also the top stuff of all other factions is gone, so before losing ourselves in negativity, we should try to assess the new global situation.

We could easily come on top after all this, simply because our top builds were just the lid that covered a codex full of viable builds that were just a little bit worse. Flyrants and mega alpha strikes were not a clutch for us.

Compare that to what other factions have lost:

- Eldars? Point increases to all psy supports, point increases on DA, nerf to WoP, nerf to Quicken, nerf to fire and fade...

- Blood angels? RIP

. Poxwalker farms? RIP

- Tzangor/bloodletter bombs? RIP

- Scion plasma? RIP

- Dark talon spam? RIP

- Mortar spam? RIP

. PB crawler spam? RIP

- Oblits? Coming turn 2

- And so on and so on...

The game is so different now that saying "We suck because we lost our top builds" is meaningless.

The 2 only possible troubles come from long range castles, which right now are 2 factions:

- AM
- T'au

We are a counter to both of these, simply because they are BS4+ factions, and we can provide plenty of hit penalties.
In addition, AM has lost what made the lists possible, which is the mobile element: Scion or BA complement. If they want to go the gunline route, they will have to do it the hard way, which is zero mobility.

T'au did also lose the drone alpha strike.

Let's play it out guys, this is a new world.


I agree with you. However, I think that the Guard lists can now just field 3 Heavy weapon squads + 3 Leman Russ + 3 Manticore and the Scions can still deep strike turn 2 and do their thing.
I am also afraid that it will be the return of mass spamming AssBack + Gulliman.


Automatically Appended Next Post:
Some other questions/discussions?

- How much more important are Venomthropes now? You have to at least field 50% of your army on the field and can be shot for one round...

- Is the Mawlock still interesting, since he cannot do damage turn 1?

- How much better got the survival Hive Traits like Leviathan and Jormungandr?

This message was edited 1 time. Last update was at 2018/04/17 07:24:08


 
   
Made in it
Longtime Dakkanaut





 Astmeister wrote:
Spoletta wrote:
Spoiler:
I wouldn't be so negative.

The competitiveness of the whole game has gone down considerably, we are not the only ones who lost something, nor we are the ones who were more hurt by this FAQ.

Sure, our top stuff is gone, but also the top stuff of all other factions is gone, so before losing ourselves in negativity, we should try to assess the new global situation.

We could easily come on top after all this, simply because our top builds were just the lid that covered a codex full of viable builds that were just a little bit worse. Flyrants and mega alpha strikes were not a clutch for us.

Compare that to what other factions have lost:

- Eldars? Point increases to all psy supports, point increases on DA, nerf to WoP, nerf to Quicken, nerf to fire and fade...

- Blood angels? RIP

. Poxwalker farms? RIP

- Tzangor/bloodletter bombs? RIP

- Scion plasma? RIP

- Dark talon spam? RIP

- Mortar spam? RIP

. PB crawler spam? RIP

- Oblits? Coming turn 2

- And so on and so on...

The game is so different now that saying "We suck because we lost our top builds" is meaningless.

The 2 only possible troubles come from long range castles, which right now are 2 factions:

- AM
- T'au

We are a counter to both of these, simply because they are BS4+ factions, and we can provide plenty of hit penalties.
In addition, AM has lost what made the lists possible, which is the mobile element: Scion or BA complement. If they want to go the gunline route, they will have to do it the hard way, which is zero mobility.

T'au did also lose the drone alpha strike.

Let's play it out guys, this is a new world.


I agree with you. However, I think that the Guard lists can now just field 3 Heavy weapon squads + 3 Leman Russ + 3 Manticore and the Scions can still deep strike turn 2 and do their thing.
That would a terrible list though, it loses against many more lists than it wins against (loses against all hordes and all lists with hit penalties).
I am also afraid that it will be the return of mass spamming AssBack + Gulliman.
Nah, that list was killed by all the cost increaes on Gman, assault cannons and razorbacks. It's not going to be brough back by yet another cost increase. Even if it happens, that list is based on range 24", not exactly a turn 1 thing.

Automatically Appended Next Post:
Some other questions/discussions?

- How much more important are Venomthropes now? You have to at least field 50% of your army on the field and can be shot for one round...

- Is the Mawlock still interesting, since he cannot do damage turn 1?

- How much better got the survival Hive Traits like Leviathan and Jormungandr?

This message was edited 1 time. Last update was at 2018/04/17 08:47:28


 
   
Made in ch
Warrior with Repeater Crossbow




 Astmeister wrote:
Spoletta wrote:
Spoiler:
I wouldn't be so negative.

The competitiveness of the whole game has gone down considerably, we are not the only ones who lost something, nor we are the ones who were more hurt by this FAQ.

Sure, our top stuff is gone, but also the top stuff of all other factions is gone, so before losing ourselves in negativity, we should try to assess the new global situation.

We could easily come on top after all this, simply because our top builds were just the lid that covered a codex full of viable builds that were just a little bit worse. Flyrants and mega alpha strikes were not a clutch for us.

Compare that to what other factions have lost:

- Eldars? Point increases to all psy supports, point increases on DA, nerf to WoP, nerf to Quicken, nerf to fire and fade...

- Blood angels? RIP

. Poxwalker farms? RIP

- Tzangor/bloodletter bombs? RIP

- Scion plasma? RIP

- Dark talon spam? RIP

- Mortar spam? RIP

. PB crawler spam? RIP

- Oblits? Coming turn 2

- And so on and so on...

The game is so different now that saying "We suck because we lost our top builds" is meaningless.

The 2 only possible troubles come from long range castles, which right now are 2 factions:

- AM
- T'au

We are a counter to both of these, simply because they are BS4+ factions, and we can provide plenty of hit penalties.
In addition, AM has lost what made the lists possible, which is the mobile element: Scion or BA complement. If they want to go the gunline route, they will have to do it the hard way, which is zero mobility.

T'au did also lose the drone alpha strike.

Let's play it out guys, this is a new world.


I agree with you. However, I think that the Guard lists can now just field 3 Heavy weapon squads + 3 Leman Russ + 3 Manticore and the Scions can still deep strike turn 2 and do their thing.
I am also afraid that it will be the return of mass spamming AssBack + Gulliman.


Automatically Appended Next Post:
Some other questions/discussions?

- How much more important are Venomthropes now? You have to at least field 50% of your army on the field and can be shot for one round...

- Is the Mawlock still interesting, since he cannot do damage turn 1?

- How much better got the survival Hive Traits like Leviathan and Jormungandr?


I don't know about the survival Hive Traits, but Behemoth got basically reamed and shafted.
   
Made in de
Poxed Plague Monk





did i miss smthn or are we limited to 1 hive fleet armywide?

6k 6k
3k 1k
 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

 _Ness wrote:
did i miss smthn or are we limited to 1 hive fleet armywide?


We are limited to one fleet per detachment. You can still have several detachments from different hive fleets in the army.

Also, if we bring Genestealer Cult units, they need to be in their own detachment. They might BTW be even more useful, because they are now one of few armies that has a really good chance of a first turn charge.
   
Made in gb
Regular Dakkanaut




All other things aside, bivores still worth it? I'm happy enough with the faq and whilst meta shifting its certainly interesting. Looking forward to it,

I think the biovore nerf just killed them but they are still the cheapest brigade option so temptation is to keep them (I play events with no duplicate detachments allowed so double or triple battalion isnt an option)

   
Made in us
Utilizing Careful Highlighting





Augusta GA

34 points was criminally cheap for a 4-wound infantry model that threw Hail Mary mortal wounds, generated free models, and could be taken in units of 1. 50 points feels much more even, and this is from someone who took 6 of the things.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Spoletta wrote:
 Astmeister wrote:
Spoletta wrote:
Spoiler:
I wouldn't be so negative.

The competitiveness of the whole game has gone down considerably, we are not the only ones who lost something, nor we are the ones who were more hurt by this FAQ.

Sure, our top stuff is gone, but also the top stuff of all other factions is gone, so before losing ourselves in negativity, we should try to assess the new global situation.

We could easily come on top after all this, simply because our top builds were just the lid that covered a codex full of viable builds that were just a little bit worse. Flyrants and mega alpha strikes were not a clutch for us.

Compare that to what other factions have lost:

- Eldars? Point increases to all psy supports, point increases on DA, nerf to WoP, nerf to Quicken, nerf to fire and fade...

- Blood angels? RIP

. Poxwalker farms? RIP

- Tzangor/bloodletter bombs? RIP

- Scion plasma? RIP

- Dark talon spam? RIP

- Mortar spam? RIP

. PB crawler spam? RIP

- Oblits? Coming turn 2

- And so on and so on...

The game is so different now that saying "We suck because we lost our top builds" is meaningless.

The 2 only possible troubles come from long range castles, which right now are 2 factions:

- AM
- T'au

We are a counter to both of these, simply because they are BS4+ factions, and we can provide plenty of hit penalties.
In addition, AM has lost what made the lists possible, which is the mobile element: Scion or BA complement. If they want to go the gunline route, they will have to do it the hard way, which is zero mobility.

T'au did also lose the drone alpha strike.

Let's play it out guys, this is a new world.


I agree with you. However, I think that the Guard lists can now just field 3 Heavy weapon squads + 3 Leman Russ + 3 Manticore and the Scions can still deep strike turn 2 and do their thing.
That would a terrible list though, it loses against many more lists than it wins against (loses against all hordes and all lists with hit penalties).
I am also afraid that it will be the return of mass spamming AssBack + Gulliman.
Nah, that list was killed by all the cost increaes on Gman, assault cannons and razorbacks. It's not going to be brough back by yet another cost increase. Even if it happens, that list is based on range 24", not exactly a turn 1 thing.

Automatically Appended Next Post:
Some other questions/discussions?

- How much more important are Venomthropes now? You have to at least field 50% of your army on the field and can be shot for one round...

- Is the Mawlock still interesting, since he cannot do damage turn 1?

- How much better got the survival Hive Traits like Leviathan and Jormungandr?


How is Jorm better. They rely on the DS to get close. With the cover your still marching across the board and getting shot up. Tau and AM definitely won out.

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Made in de
Dakka Veteran






Jorms +1 save should be interesting for surviving turn 1 shooting. Turn 2 you can still deep strike and kill everything.
   
Made in gb
Automated Rubric Marine of Tzeentch



Netherlands

The time for Kronos gunline is now? No pesky T1 deepstrikers to bug us any more. Plenty of CP to spend on double tapping our hive Guard. The time of the Exocrine is approaching! The time of the rupture cannon is nigh! The time for the psychic denying spore mine shot out of an invisible biovore 48" away has cometh!

14000
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4000 
   
Made in de
Dakka Veteran






Maybe but the long range fire power from Nids is still not very good. There are some units, but not many.
   
Made in it
Longtime Dakkanaut





Both assault and ranged units suffer from diminishing returns, so going full assault or full shooting is something that you should do only if your faction shoehorns you into that. (Khorne, Tau or stuff like that)

Tyranids can play the 50/50 and should do that for maximum efficency.
   
Made in de
Lurking Gaunt






 Astmeister wrote:
Automatically Appended Next Post:
Some other questions/discussions?

- How much more important are Venomthropes now? You have to at least field 50% of your army on the field and can be shot for one round...

- Is the Mawlock still interesting, since he cannot do damage turn 1?

- How much better got the survival Hive Traits like Leviathan and Jormungandr?


Venomthropes can be very usefull, especially when forgeworld is banned. Now shooting will be more vaueable again, because most armys have to put lot of powerlevel on the table.

Mawlock is still usefull too. If you cant come turn 1, deploy him turn 1 to get powerlevel/units on the table and burrow it for turn 2.


24.000 Tyranids painted, still rising in numbers
4.000 Genestealer Cult

7.000
 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

topaxygouroun i wrote:
The time for Kronos gunline is now? No pesky T1 deepstrikers to bug us any more. Plenty of CP to spend on double tapping our hive Guard. The time of the Exocrine is approaching! The time of the rupture cannon is nigh! The time for the psychic denying spore mine shot out of an invisible biovore 48" away has cometh!


Mad love for your bravado, but I'm 95% sure Spore mines don't inherit the HIVE FLEET trait of their creators. Doesn't work that way with Daemons, either.

   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

 lindsay40k wrote:
topaxygouroun i wrote:
The time for Kronos gunline is now? No pesky T1 deepstrikers to bug us any more. Plenty of CP to spend on double tapping our hive Guard. The time of the Exocrine is approaching! The time of the rupture cannon is nigh! The time for the psychic denying spore mine shot out of an invisible biovore 48" away has cometh!


Mad love for your bravado, but I'm 95% sure Spore mines don't inherit the HIVE FLEET trait of their creators. Doesn't work that way with Daemons, either.


First item in the tyranids FAQ:

Page 101 – Biovores, Spore Mine Launcher
Change the first sentence of the second paragraph
to read:
‘Each time a spore mine launcher misses its target, set
up a single <Hive Fleet> Spore Mine model anywhere
within 6" of the target unit and more than 3" from any
enemy model (if the Spore Mine cannot be placed it
is destroyed).’

The <Hive Fleet> tag is whatever hive fleet the Biovore has.

6000+
2500
2000
2000
 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

How can heavily melee oriented armies deal with the changes to ruins and suchlike that make upper floors extremely easy to dominate? Can the Dimachaeron accomplish anything whatsoever? Right now my gaming circle is trying to work out how to make our Kraken member stand a chance. Main idea right now is an agreement that Objectives can only be placed at ground level.

   
Made in us
Never Forget Isstvan!






at most tournaments objectives already are limited to the bottom floor so that's a pretty obvious start.

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Texas

 Zimko wrote:
 lindsay40k wrote:
topaxygouroun i wrote:
The time for Kronos gunline is now? No pesky T1 deepstrikers to bug us any more. Plenty of CP to spend on double tapping our hive Guard. The time of the Exocrine is approaching! The time of the rupture cannon is nigh! The time for the psychic denying spore mine shot out of an invisible biovore 48" away has cometh!


Mad love for your bravado, but I'm 95% sure Spore mines don't inherit the HIVE FLEET trait of their creators. Doesn't work that way with Daemons, either.


First item in the tyranids FAQ:

Page 101 – Biovores, Spore Mine Launcher
Change the first sentence of the second paragraph
to read:
‘Each time a spore mine launcher misses its target, set
up a single <Hive Fleet> Spore Mine model anywhere
within 6" of the target unit and more than 3" from any
enemy model (if the Spore Mine cannot be placed it
is destroyed).’

The <Hive Fleet> tag is whatever hive fleet the Biovore has.


I missed that. THat is a good buff. Get a save with Jorm, or advance quicker if they back away with Kraken. Hell depending on positions, with Leviathan they may even get a 6+++ FnP save.

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Made in se
Dakka Veteran





Spoletta wrote:
welcome back walkrants.

Walkrants are still pants, for the same reason they were pants two days ago.

topaxygouroun i wrote:
The time for Kronos gunline is now? No pesky T1 deepstrikers to bug us any more.

Alpha Legion Berserkers will still bug you anywhere they please. Forward Operatives send its regards. If needed, Warp Time'd too.
   
Made in it
Longtime Dakkanaut





 N.I.B. wrote:
Spoletta wrote:
welcome back walkrants.

Walkrants are still pants, for the same reason they were pants two days ago.

topaxygouroun i wrote:
The time for Kronos gunline is now? No pesky T1 deepstrikers to bug us any more.

Alpha Legion Berserkers will still bug you anywhere they please. Forward Operatives send its regards. If needed, Warp Time'd too.


Why do you say so? It's worth every point you invest in it.
It ends up being a 170 point model (without abusing MRC), and has both the offensive and the defensive capabilities of that point cost. On top of that it has 2 powers and a synapse with extended range. It's well worth it's cost. Sure, the flyrant was better, but there's a reason why that got nerfed.

This message was edited 1 time. Last update was at 2018/04/17 20:46:35


 
   
Made in us
Never Forget Isstvan!






Thinking about swapping my competitive list to this with the changes.


+++ Competitive (Warhammer 40,000 8th Edition) [110 PL, 1989pts] +++

++ Battalion Detachment +3CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kraken

+ HQ +

Hive Tyrant: Chameleonic Mutation, Monstrous Rending Claws, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Adaptive Biology

Malanthropes: Malanthrope

The Swarmlord

+ Troops +

Genestealers: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Hormagaunts:
14x Hormagaunts

Ripper Swarms: 3x Ripper Swarm

++ Battalion Detachment +3CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ HQ +

Neurothrope

Neurothrope

+ Troops +

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

+ Elites +

Hive Guard
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

+ Heavy Support +

Exocrine

++ Fortification Network (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kronos

+ Fortification +

Sporocyst: 5x Deathspitter

Sporocyst: 5x Deathspitter

Sporocyst: 5x Deathspitter

Created with BattleScribe (https://battlescribe.net)

I'm really lacking anti-flyer, so will be relying on the hive guard double shooting and downing at least 1 a turn.

This message was edited 1 time. Last update was at 2018/04/17 21:01:44


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